Daigo Game
Design for the real audience behind the wishlists
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Once upon a time
Overview
Cricket: Jae’s Really Peculiar Game was a passion project with unique visuals and battle systems, but it underperformed at launch with our target audience. I analyzed the problem and proposed a low risk, fast to build game aimed at our unexpected existing audience instead of chasing a niche demographic
One day
The Problem
​​Wishlist ≠ Revenue:
​​Poor conversion between wishlist and sales.
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​Demo design flaw:
A 20-minute demo did not draw players at conventions
​​Brand confusion:
​The name and marketing didn’t stand out. “Cricket” was unsearchable.
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Something fast, low-budget, and capable of turning passive fans into paying players.
​​Studio needed a win:

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According to social media insights, women in their 20s - 30s are our top viewers, not our original target demographic
We were not reaching our intended audience, but we were reaching someone.
The opportunity was clear:
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Build for them
And because of that
Hypothesis
There is a genre and art style mismatch which is confusing the audience
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Women in their 20s - 30s might be drawn to the art but not the genre
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Our target audience might see our art and not understand the game was made for them
Insights & Market Trends
I was aware there was an uptick in cozy games and female gaming influences in the recent years.
46% of gamers are female, up nearly 10% over the past decade and the average age of female gamers is 32.​
Entertainment Weekly
Iona, 30, is a full-time gaming video creator who shares cosy game reviews to her online audience. Out of her 136,000 YouTube subscribers, 75% are listed as female
Cosmopolitan
There is an increasing popularity of cozy, low-stress titles, with Google searches for “cozy games” reaching an all-time high in 2024​
My journal courier
As the gaming industry expanded to include more low-pressure experiences, the percentage of women identifying as gamers rose over the past decade.
Market Analysis
Our visuals were already connecting,
we just needed a game built for this audience.

These games are accessible, visually memorable, and light on mechanics while rich in emotion, humor or charm.​
Competitive Analysis
I also did a competitive analysis between our game and the game next to us that gathered a lot of attention during PAX.

​​Extremely Powerful Capybaras nailed marketing
Used high reward merchandise and quick demo. They gained a lot of attention during PAX.​
​However
they lacked long term player satisfaction, polish and post launch support.
Cricket: Jae’s Really Peculiar Game struggled to attract players
many did not finish the demo.
the developers put a lot of care into player satisfaction and just struggled to properly market the product.
However
Goal
Create a quick-to-play, visually appealing, and easily marketable game that aligns with our audience who are already engaging with the studio.
And because of that
Ideation





Reasons
​​Build a fast, marketable experience while using studio's strengths
Daigo Snake Game
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Play as hand (snake) trying to pet Daigo (shiba inu)
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Simple hide-and-dodge mechanic using furniture and dog toys.
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Matches existing studio aesthetic and humor.
Timeline Estimate: 4-5 months
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Save time on character design
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Easy animation with simple assets
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Use existing game engine
Polish, bug-free, strong animation, and audience engagement
​Use the studio mascot
No need to design new characters
​​Evokes humor and relatability
Shibas avoiding pets is a universal internet truth
​​Unique name
"Daigo" returns clean in Steam search
​Instant merch appeal
Stickers, plush, shirts are low cost marketing.
​​Built for convention demo
5-10 minutes to test game
​​Art style consistency with studio's existing work
Appealing visual continuity
Until Finally
First Prototype
We tested with four players 2 male, 2 female aged 29-35
​"You have something here"
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All players played through the entire 9 levels, each took about 5-10mins.
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All players found the core mechanic satisfying.
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Some players felt controls felt chunky.
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Some players wanted more humor.
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Both female players expressed they would pay for this game.
You can’t force an audience, but you can listen and pivot
Constraints
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The initial prototype was tested with a broader, non-target demographic
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Time and budget
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Split attention: with multiple projects we couldn't fully commit all our attention to this game.
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Studio closure resulted in halting this project.
What I'd Improve
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I would have liked to test with the target demographic.
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Would have liked to see this through, continue to test and improve with user feedback.
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I would have liked to market the game, see how much traction we can gain as we built the game.